this post was submitted on 15 Mar 2024
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DnD Homebrew

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CONSULT THE UPDATED VERSION OF THE CLASS HERE: https://a.lemmy.world/lemmy.world/post/18745638

Page 1 - Class features (1) Page 2 - Class features (2) Page 3 - Class features (3) Page 4 - Class features (4) Page 5 - Subclass: Blademaster Page 6 - Subclass: Commander Page 7 - Subclass: Green Knight Page 8 - Subclass: Psyker Page 9 - Subclass: War Veteran BackCover and Credits

The Heroic Warrior is a revamped Fighter that shares some similarities with the One DnD version of the class, but replaces the weapon masteries (which I honestly find overly simplistic and boring) with battle maneuvers and additional fighting styles.

The goal is to create a martial class that's simple to use, fun to run over multiple sessions, and on a more equal power level with casters, while also trying not to dilute its "martial" nature with spells-like or arcane powers (such as giving it overly flashy maneuvers).

The four subclasses provided are heavily inspired or directly derived by existing subclasses: the Blademaster is a blend of Battle Master and Cavalier, the Commander is an improved Purple Dragon Knight/Banneret, the Green Knight combines the Eldritch Knight and the Arcane Archer and gives them Pact Magic with third caster progression, the Psyker is a middle ground between the Echo Knight and the Psi Warrior, and lastly, the War Veteran is a mix of Champion and Samurai.

Feel free to comment and share your thoughts; I'll be happy to improve the class following other people's opinions and suggestions.

Ko Fi: https://ko-fi.com/taverntalesdnd

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[–] [email protected] 3 points 7 months ago (1 children)

Okay, this is some REALLY good homebrew. A few things stand out as especially good

-Making maneuvers baseline is the number one thing that Fighter needed to become both useful and more fun, and is definitely a top-grade improvement to the overall quality of the class.

-The Indomitable improvement is HUGE, quite possibly an improvement that's so good it could allow Fighters to actually withstand the insanity that gets thrown around at high levels. Even if the uses are very limited, being able to take any saving throw in the game that didn't come from Tiamat Herself and just break it over your knee is a massive deal and makes high level spellcasters significantly less able to just turn Fighters into active liabilities (Forcecage is sadly still so stupid overpowered that a high level wizard/sorcerer can freely shut down any fighter, but that's a problem with the fact that there just aren't any things in the game that can counter casters apart from other bigger casters)

-About Valorous: What exactly is Heroic Inspiration, if I may ask?

With regard to the subclasses...

-Green Knight feels like it would be okay getting a 3rd spell slot at level 17

-Otherwise they all seem pretty great!

The balance of this is much better than default fighter, which becomes almost entirely irrelevant beyond level 12 since casters start getting so insane. While this does still get outpaced by casters at those levels, it has the tools needed to still contribute at that stage of the game and keep up with the rest of the party.

Overall, 9.7/10, you can't expect more from a homebrew without fundamentally altering game mechanics

[–] [email protected] 1 points 7 months ago

I appreciate the kind words!

Heroic Inspiration is just Inspiration, they gave it a new name in One DnD (supposedly to distinguish it from Bardic Inspiration). A few of the class and subclass features were lifted from One DnD, actually, including the new Indomitable.

As for the Green Knight, I copy-pasted the spellcasting progression from Matt Mercer's Blood Hunter/Order of the Profane Soul, which is the closest we have to an official class with Pact Magic and third caster progression. Maybe I could give it a feature to replenish the spell slots once per long rest, or something like that.

[–] [email protected] 1 points 7 months ago* (last edited 6 months ago)

Update v1.1

  • Added some more Fighting Styles, changed the level requirement of some of them.
  • Specified that the new fighting styles are not compatible with certain existing feats.
  • Moved Professional to 2nd level.
  • Added Tactical Shift at 5th level.
  • Improved Green Knight's 18th level feature: It now lets you choose between benefitting from the Guardian of Nature spell, or replenish one Pact Magic spell slot.
  • Changed the name of some features because they were duplicates.
  • Replaced a few instances of mentions of the "fighter" class with the appropriate "heroic warrior" class.

Update v1.1.2

  • Merged Masterful Defense and Shield Master fighting styles, and added level requirement.
  • Charger fighting style is now limited to once per turn.
  • Dual Wielder now lets the user dual wield with non-Light weapons, like the original feat.
  • Improved Mounted Combatant (it has the same benefits as the Cavalier's 3rd level feature).
  • Added Shield Bash maneuver.
  • Sweeping Attack is now limited to melee attacks.
  • Improved Green Knight's 18th level feature: It now replenishes all Pact Magic spell slots, instead of just one.

Update v1.1.3

  • Improved wording on some Battle Maneuvers and Fighting Styles.
  • Added additional Pathfinder option for the Professional feature.
  • Green Knight's Bond Weapon acts as a Druidic Focus.

Update v1.1.4

  • Momentum now requires the use of a bonus action, instead of being part of the same Attack action.
  • Fixed typo.

Update v1.1.5

  • Improved the War Veteran: the feature that grants it advantage on attack rolls when using Action Surge has been moved to 3rd level alongside the improved critical, and a new feature has been introduced at 7th level that mirrors the Samurai's temp HP gain.

Update v1.1.6

  • Specified that Great Weapon Fighting allows to reroll the weapon's damage dice, not all damage dice.

UPDATE v1.2.1

  • The archery fighting style's +1 bonus now only applies if the target doesn't have cover.
  • Observant (previously Attentive) fighting style's level prerequisite has been lowered to 6 (it was previously 14).
  • Sharpshooter fighting style now also increases the damage when scoring a critical hit.
  • Added Vigilant fighting style among those available at 14th level.
  • The Unyielding feature has been moved from 14th level to 13th level.
  • The Valorous feature has been moved from the 13th level to the 14th level. Additionally, it has been nerfed to only work if the Heroic Warrior's health is below half its maximum.
  • The Green Knight's feature that allows it to reroll one missed ranged weapon attack now doesn't require the use of a bonus action.
  • Specified that the War Veteran's Conscript Training feature only applies to nonmagical weather conditions and environments.
  • War Veteran's Fighting Spirit feature temporary hit points gain has been increased to class level + Constitution modifier (it was previously only class level).
  • Added new Psyker subclass, which seeks to blend the arcane powers of the Echo Knight with the psychic abilities of the Psi Warrior.

UPDATE v1.2.2

  • Improved Charger fighting style, and changed so it is a bit less abusable with some multiclass levels in Rogue.
  • Commander's Warlord feature now grants resistance to saving throws against the Charmed condition as well.
  • Commander's Bulwark feature now allows the user to move before making the attack, improving the feature and making it worth an 18th level slot.
  • Psyker's Psychic Quill (previously Mind Buzz) now scales at higher levels.
  • War Veteran's Relentless now also gives the ability to stand up from the Prone condition by spending only 5 feet of movement.